inspect; item; pathfinding; terms
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<p>Items - drops, drop table, floor items, base items, inventory items, move to pick up item, shift-move-to-pick-up-item, item spawner, item in container, item inspect, item use, dropping from inv <br></p>
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<p>Items are objects that may be picked up, purchased, used, equipped, dropped, or sold. They include currency, quest items, equipment, consumables, readables, upgrades, keys, and trinkets. <br></p>
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<br>
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<h2>four representations </h2>
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<p>An item changes its form depending on its context. <br></p>
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<br>
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<p>If the item is within the player's <a href="/blessfrey-gdd/proxemics">intimate distance</a>, the character will be prompted to pick up the item.
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<br>
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<p>Otherwise, pathfinding begins. <br></p>
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<p>Otherwise, <a href="/blessfrey-gdd/pathfinding">pathfinding</a> begins towards the floor item. Upon arrival, it calls item.pick_up().pick_up(). <br></p>
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<br>
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<h2>challenges/known issues </h2>
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<p>I intend for the player to be able to pick up an item through the inspect menu without changing his current target. For now, InspectMenu.gd/set_subject(subject) sets the player target. MoveToDestination.gd/handle_moved_result tracks the user's current target using character/find_distance_to_target(). Instead, it would need to receive the relevant subject from the inspect menu or skill or attack target from the character and pass it through character/find_distance_to(target). <br></p>
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<br>
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<h2>works for...</h2>
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<ul>
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<li>add to wallet✗ </li>
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<li>bestow constant keyword effect✗ </li>
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<li>buy, sell✗ </li>
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<li>container, randomized loot, take out, put in, persist in container✗ </li>
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<li>drop from inv✗ </li>
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<li>drop from death drop table✗ </li>
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<li>equip✗ </li>
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<li>inspect inventory item, floor item✗ </li>
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<li>pickup in range, out of range, target, inspect✓ </li>
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<li>progress quest, open door✗ </li>
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<li>read✗ </li>
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<li>spawn from spawner✗ </li>
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<li>use✗ </li>
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</ul>
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